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Senseless essence of Luck clicking...

in Guild Wars 2 Discussion

Posted by: Flik.1729

Flik.1729

I use my luck essences as soon as I see them – if you banked stacks of luck and waited to consume you are depriving yourself of increased magic find for that period.

Personal take on GW2's dungeons.

in Fractals, Dungeons & Raids

Posted by: Flik.1729

Flik.1729

Yes that is the point I was trying to make: GW1 dungeons felt easy because we had established how to beat them easily. Now lots of people complain GW2 dungeons are too hard but we just need some time to work out how to beat them better.

Your point that it’s boring is well made but I do think that this is partially because most player skill and ability are not yet up to scratch. In GW1 parties would look specifically for certain build combos to neutralise threats but at the moment it seems most dungeons are pugs where the skill level is much more casual and players are not utilising cross-class combos and finishers, are stacking the same conditions and not using the terrain effectively to pull mobs to desired areas such as corners etc. I have yet to see players asking for specific abilities to bring to a dungeon. It’s going to take some time.

At the moment I prefer GW2 mechanics to GW1 mechanics which became a few meta builds doing all the high level content: we all remember 55 hp monks and perma sins running through everything and the only way to keep up would be to roll one yourself. At the end of the day the content is always going to be as much DPS as possible and as much damage avoidance as possible.

That said – I’m not sure that I like the cost involved in rerolling your skills and traits, as this makes it harder to adapt to different situations and new environments. I suppose as time goes on the cost will become less and less significant as we accumulate more gold and it becomes a necessary gold sink. As it is early days however, this may be one of the reasons so few people are attempting or willing to try different builds for Dungeons (glass cannon = great for explorable PvE but not so great for story/explore dungeons).

(Btw i don’t disagree with anything that you’re saying.)

Personal take on GW2's dungeons.

in Fractals, Dungeons & Raids

Posted by: Flik.1729

Flik.1729

You write an interesting post, but let’s not forget that the HM dungeons in GW1 were all incredibly difficult until players took the time to think up efficient strategies to run them.

Getting a non-meta PUG in DOA = constant pwipes. The same for FoW, UW, Slavers, EoTN. Even the missions in all campaigns could fail if someone made a mistake (i.e. aggro’d too many mob) or overstretched the healer.

I don’t think we need to be so hasty in our judgment that Dungeons in GW2 are ‘too difficult’. We’re only a month in to the game and it’s gratifying to see challenging content which is aimed at players who want to innovate and experiment with their builds and groups and tactics to get through these dungeons. I don’t think we can judge how difficult they are until we, the player base, have spent considerably more time trying to find ways to best them.